Hi,
I wrote an external application that uses File.WriteAllBytes to update files in the Application_Data file. If the bytes of the file from my FTP Server is greater than the bytes of the file on my local machine, that file is overwritten using File.WriteAllBytes.
When I run the Standalone.exe it will freeze when the relevant code that was updated is triggered.
Is there a way to fix this? Should I not be using File.WriteAllBytes?
BUMP
Problem persists:
- Windows form application uses File.WriteAllBytes on the Applications _Data file.
- Unity Standalone .EXE file will not run or will freeze
When it does NOT run, I get the error: “Failed to initialize player” details: "Could not preload global game manager #0.
When it does run it will freeze over the code of the files that have been updated.
Can someone please tell me why Unity does like files been updated in this way?
On my local machine, if I simply copy files from a version 1.2 to a version 1.1 file, the application.exe runs just fine…